Decompile 15 functions in Source/Contents/Effects/EffectPrimitiveRendering.cpp, Source/Contents/Effects/EffectPrim.h
Batch #2150 by ragnarok-clanker: 0 byte-identical, 15 confirmed by peer review. - fn_19894 CEffectPrim::RenderHalfSphere: logic confirmed by peer review - fn_19895 CEffectPrim::RenderHermode: logic confirmed by peer review - fn_19896 CEffectPrim::RenderHitLine3: logic confirmed by peer review - fn_19897 CEffectPrim::RenderHitLine: logic confirmed by peer review - fn_19902 CEffectPrim::RenderMagnum2: logic confirmed by peer review - fn_19905 CEffectPrim::RenderPeongUp: logic confirmed by peer review - fn_19908 CEffectPrim::RenderRainbow: logic confirmed by peer review - fn_19909 CEffectPrim::RenderRectUp2: logic confirmed by peer review - fn_19910 CEffectPrim::RenderRectUp: logic confirmed by peer review - fn_19911 CEffectPrim::RenderSMA2: logic confirmed by peer review - fn_19915 CEffectPrim::RenderSaintWing: logic confirmed by peer review - fn_19916 CEffectPrim::RenderSlash1: logic confirmed by peer review - fn_19918 CEffectPrim::RenderSoulLink: logic confirmed by peer review - fn_19919 CEffectPrim::RenderSoulParticle: logic confirmed by peer review - fn_19920 CEffectPrim::RenderSphereWind: logic confirmed by peer review Reviewed-by: ragnarok-clanker
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2 changed files with 1058 additions and 0 deletions
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@ -79,6 +79,21 @@ struct CEffectPrim : CRenderObject {
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void RenderTeiRect(int* rpCnt, short alpha, vector3d vec1, vector3d vec2, vector3d vec3, vector3d vec4, matrix& wtm, short pw, char tn, char f1, unsigned char r, unsigned char g, unsigned char b, float ty1, float ty2, float tx, float tx2, char extra);
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void RenderTeiRect(int* rpCnt, int texPart, short alphaB, short alphaT, vector3d vec1, vector3d vec2, vector3d vec3, vector3d vec4, matrix& wtm, char pw);
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void RenderTeiRect(int* rpCnt, int texPart, short alphaB, short alphaT, vector3d vec1, vector3d vec2, vector3d vec3, vector3d vec4, matrix& wtm, char pw, unsigned char r, unsigned char g, unsigned char b);
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void RenderHalfSphere(matrix& wtm);
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void RenderHermode(matrix& wtm);
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void RenderHitLine3(matrix& wtm);
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void RenderHitLine(matrix& wtm);
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void RenderMagnum2(matrix& wtm);
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void RenderPeongUp(matrix& wtm);
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void RenderRainbow(matrix& wtm);
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void RenderRectUp2(matrix& wtm);
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void RenderRectUp(matrix& wtm);
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void RenderSMA2(matrix& wtm);
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void RenderSaintWing(matrix& wtm);
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void RenderSlash1(matrix& wtm);
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void RenderSoulLink(matrix& wtm);
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void RenderSoulParticle(matrix& wtm);
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void RenderSphereWind(matrix& wtm);
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/* 0138 */ EffectPrimitiveState state;
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};
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